Aurel's Forum Posts

  • When you're exporting your game with NW, it create files. One of them is package.json (on MAC > in "ressources" if I remember well).

    You can open it using a basic notepad, and change stuff in it. In this case, add a line to the parameters so your game accept all the graphic cards, and not only the ones accepted by the vanilla node webkit. Some graphic cards are perfectly fine to play C2 games, but are blacklisted for some reason. Even very powerful ones.

    You may find some useful things in a previous post I made about exporting for Mac and Linux:

  • Did you try to add --ignore-gpu-blacklist to your package.json?

    NW is insanely picky when it comes to Mac GPU models.

  • Jayjay (not a real solution, but if you're still having problems with skipped collisions like I had: I replaced every single one in Penelope with "is overlapping object - trigger once", it does the trick pretty well even at low framerates)

  • Shirogames (who are making Haxe and very successful games) already released Evoland ( 2D / 3D trailer:

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    ) on Pc+ Mac + Linux + Mobile + Consoles.

    Bonus: they stick with it for their next games, which is a very good sign to me considering they're not trying to make money with their engine or language.

    Even if I still stand on the "C2 shouldn't get a native exporter, it would just kill the small company behind it" side, that's more than a good proof to consider Haxe as a reliable and true multiplatforms language : )

    EDIT: digitalsoapbox , your game looks very good! Congrats!

    Hey, Greenworks seems to be updated to 4.1! : )

    greenheartgames Super nice to see this plug-in being kept up to date, you rock guys! Thank you!

    https://github.com/greenheartgames/greenworks/releases

  • szymek

    I can't answer if NW.js really fixed the jank issues. I still have to use Node Webkit 10.5 to get Steam achievements support, and a working Mac and Linux version of Penelope. Also, from my tests using Penelope, perfs are still better with 10.5 than the last NW.js, so I have no reason to update. (nearly all janks disappeared compared to nw 11, but I get a serious one each time a level start. I don't have it on 10.5)

    It's waayyyy better for sure that's the crap it's been for months, but every single update feels like russian roulette to me regarding what it breaks for a multiplatform game.

    So, my opinion hasn't changed: C2 is the best, smart, brilliant engine I ever tried. I will stick with it for every small project of mine in the future.

    I won't use it anymore for large projects because of the size of the (fantastic) team behind it, and because html5 isn't made for large, multiplatform (steam+mobile+consoles) games yet.

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  • Penelope starts in low quality (project settings), then switch to high for the title screen/cutscenes/dialogs, then switch to low for gameplay, then switch back to high for cutscenes, then low for gameplay etc...

    Maybe for Airscape you could try to autoswitch depending of the average framerate? I made a test a few months ago, and it worked quite ok!

  • Maybe this could help? This also explains how to revert to 10.5

  • Issues are reported here: https://github.com/nwjs/nw.js/issues

    I'd send a html5 export as well, not only a capx

    Also, make sure to add the -- ignore gpu blacklist tag and see if it works. If the red loading bar is still here, you'll be sure it's only related to the number of files.

    And maybe send a working capx + a working project with very few objects so they know it's really related to this issue?

    Thanks for being brave enough to report this issue, if this works, I think some devs here will be very thankful to you : )

  • When you have to edit your package.json and add the " --file-descriptor-limit<10000> " argument to allow the game to run on Linux.

  • Yes, on Mac the problem is very random, but on Linux/Ubuntu it's pretty clear: a C2 games with 2000 objects won't be able to load/run without the argument trick.

  • Added this point to the tutorial:

    You can also add the good old "--ignore-gpu-blacklist", it will increase your game compatibility, but it will mean some users with low hardware will play your game, even if their machine is not powerful enough.

    sqiddster did you try to add it to your game already? Did it change something regarding the perfs for some of your users with both graphic card and chipsets?

  • No, I've read a lot of posts about this on the NW website, and most of the time this kind of posts are ignored.

    It's supposed to be fixed, and if you say it isn't, it goes "alright, send your sources" > "no I can't, my big project is a mess and I spent years on it I don't want to release the sources" > "alright then".

    I understand they need sources (even if filling a project with 2000 files should be enough to find out), and I understand people don't want to send it. I gave the Penelope sources to Ashley cause I trust him, but I don't know anyone enough at NW to do this.

    Also, I don't think it's a big issue for NW. This only occurs for people using NW for large games on Linux and Mac, which should be... 10, 15 guys in the world?

    (@Nesteris NW for Windows has no problem with large number of files)

  • Yeah, your game is definitely in the "will turn red, sad smiley" category!

  • Hi everyone.

    I spent many hours to get Penelope working on Linux, and it also fixed a problem a few users had on the Mac version as well.

    So, maybe this could be useful to share how I made it. I'm not a linux expert, others may add some more points, but it works.

    Let's talk quickly about NW.js 12:

    ★ - Exported games work out of the box if your game is very light on Mac and Linux. Are you making a flappy bird clone? Congrats, you don't need to read this!

    - if your game is a bit heavy, you'll get the red loading bar of death. And there is nothing you can do, we'll come back to this later.

    Please note this is very inconsistent, there is no precise limit about the number of files involved. From my experience, around 400 files and it crashes.

    -----------------------------------------------------------------------------------------------

    - HOW TO / LINUX -

    So, back to our old pal, Node Webkit 10.5. (don't know how to revert? the link below explains it)

    1 - Export your game the classic way.

    2 - Use the well known libudev.so.0 to libudev.so.1 trick so it can run on the last Ubuntu distribs.

    ( More on this: )

    Note: if your game is light enough, just use NW.js 12, it now supports both libudev libs.

    3 - THEN, and this is new stuff to me, you have to edit your package.json and add the " --file-descriptor-limit<10000> " argument.

    This only works on Node Webkit 10.5, it has no effect on newer versions.

    This tag will allow to load a game correctly. Again, doesn't work on NW.js 12.

    You can also add the good old "--ignore-gpu-blacklist", it will increase your game compatibility, but it will mean some users with low hardware will play your game, even if their machine is not powerful enough.

    4 - and as always, once on a Linux system, right click on the app, and allow it to be launched as an executable.

    That's it! Now you can share your game on Linux.

    - HOW TO / MAC -

    Same as linux, but forget about the libudev.so.0 to libudev.so.1 trick. Instead, be sure none of your PNG is fully transparent, as it would turn the loading bar to red on Mac using the NW export.

    -----------------------------------------------------------------------------------------------

    A note about this "too many cooks/files" problem:

    You'll read it's fixed for a long time on the NW forums. It's absolutely not, on Node Webkit 10.5 AND on NW.js 12

    You'll also read "maybe if your game has more than 1024 files..". No, even with around 400 some of your users will get this error depending of their hardware.

    The fun part being it happens randomly, and how the loading bar turns red at different % from one launch to another.

    Sometimes you'll think you're making progress finding the cause, you're not.

    Also, for Mac export, some of your users can AND have the game working at first launch, then being stuck with the red loading bar the next day.

    I guess it explains why it's difficult for them to provide a fix.

    A note about Dropbox and Mac builds

    Exported Mac builds works alright until you use Dropbox or this kind or services. The file properties can vanish (very often).

    Compress your game in an archive before transfer (if possible, not only as a ZIP, as Dropbox handles it as a regular folder now. Changing the extension like a fancy .ZOP will assure Dropbox don't mess with your game)